mouse0270
mouse0270
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3125131#Comment_3125131
- Outside of facecamping, why let the killer tunnel your friend out? It's not the killer's job to split damage evenly, it's your team's job to protect someone being focused. Bodyblock, obfuscate, interfere, save.
- DCs - sure. DC penalties need to be amped up.
- What is wrong with Trickster? He's a low tier killer.
It is amusing to see you calling killers entitled, then admitting to griefing people because they play a low tier killer that you have a weird grudge against.
So the fact you brought up the entitled comment, means you've at least attempted to read my replies. All of the answers to your questions are in my replies. Dont' worry, I'll quote them here for you to save you time, cause I am a nice guy like that.
Outside of facecamping, why let the killer tunnel your friend out? It's not the killer's job to split damage evenly, it's your team's job to protect someone being focused. Bodyblock, obfuscate, interfere, save.
Sorry this quote got deleted and I can't seem to edit it in so here is a screenshot.
@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/3125224#Comment_3125224
I don't think you do, as I clarified what I meant as tunneling my friend out and thats when I decide to leave. If I can force the killer to hook me instead, than they are not tunneling.
I am not complaining about tunneling. I simply said if someone tunnels my friend out, I leave the game as well. There was no complaint there.
Well, technically it was inferred as I was doing the things you said "losers" do. So moving away from that and onto your points. I have no reason to prove myself to anyone. Its a game that I already know I am decent at, I am not a god tier killer or survivor, but I am also not hiding in a corner self-caring either. I have nothing to prove to myself or other players. I simply want to play with my friends.
If you re-read my quoted statement, I started off by saying "I do mostly play killer, so I only really play survivor to play with my friends" So yeah in a way I generally play DBD as a single player game. However, I have friends that like to play this game, I've made them through my games as killer, twitch and discord. Thats why I play SWF... Cause I want to PLAY the game with FRIENDS.
What is wrong with Trickster? He's a low tier killer.
@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/3125262#Comment_3125262
Sarcasm is not your strong suit is it...
EDIT: Just in case you are still missing the point of the trickster part... Basically, I was just making the point that people give up for all sorts of reasons...
DCs - sure. DC penalties need to be amped up.
Naw, DC punishments are fine. I'd be fine if they were gone, to be honest. I never really had an issue with DCing... Maybe I am not a unfun killer, maybe I just got lucky, who knows.
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/3125307#Comment_3125307
I never said it bothers me but the topic was about "Why the hate for hook suicide" and you said you do it and listed some reasons why you hook suicide and yet in another post calling 80% of killers entitled which is why you play killer, i just called you out and said your a entitled survivor for killing yourself on hook for those reasons.
That is why there is so much hate for hook suicides is because of people like you that do it for no reason and then try to justify it i.e i didn't get a killer i like, my friend got tunneled out early, someone else DC, the killer downed me first.
As for 6.2.0 is the perk going to counter camping more or is it going to used more to stop people from killing themselves on hook and make them stay in the game, i think people are saying one person alone can make 1 stage take like 3-4 min now.
I never said I play killer because I find other killer mains entitled... I said I play prefer to play killer cause I like the role better. It has nothing to do with anyone else other than me. I do still find 80% of killers entitled and that they don't care who has fun in there games as long as they do. I'll stand by that statement.
I don't care if people give up in my games, it sucks for everyone involved, I'll kill the other 2 and let the last guy get hatch. Its already happened, no reason and getting annoyed with it. Its not my fault you are getting annoyed someone is doing it in your game. If your the survivor, go die on hook and get in the next game, if your the killer, kill everyone quickly... Whats the problem?
As for the perk, not sure how it counters camping? All its doing is making it take longer, someone whos camping probably already doesn't care. Well I havent seen the perk in action? Does it stop you from making escape attempts? does it still regress to second stage if you make 3 attempts? cause if not, it really only keeps you on hook for about 100 seconds if you try to escape and go to stage 2
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Throw on four gen/slowdown perks?
Edit: But serious answer, Floods of Rage, BBQ, Im all Ears and Lethal is a really strong combo you can throw on anyone.
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/3125265#Comment_3125265
it's not sarcasm when its the truth like i said when you both hit that ready button you know what can happen and you having 4k+hours know that it can be a lot of things, you know people DC when they get hit first, found first or even screw up in a chase it could be a killer you don't like, a map, you or your friend could be tunneled out early.
Killing yourself on hook because of those reasons makes you entitled so calling 80% of killers entitled while your in the i.e 80% of entitled survivor's.
I am getting a little tired of this "hit that ready button you know what can happen" because guess what... When you play survivor or killer, you know the other players can press M1 or whatever it is on the controller and then they can press nothing too... You know what those actions are, hook escapes and missed skill checks. If you're saying I am readying up knowing my friend can be tunneled out, then you're readying up knowing I can use those game mechanics as well.
If it helps, 6.2.0 is going to come with a perk that stops me from missing skill checks, if it bothers you that much, run that perk.
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/3125162#Comment_3125162
You call "80% of the killer base are entitled C words" but yet your first post
https://forum.deadbydaylight.com/en/discussion/comment/3125131#Comment_3125131
You are being a entitled survivor with the actions you take when you and your friend hit that ready button you both know what your getting into, so when the match loads and its a trickster killing yourself on hook because you want out is making yourself as you put it "entitled C words".
Sarcasm is not your strong suit is it...
EDIT: Just in case you are still missing the point of the trickster part... Basically, I was just making the point that people give up for all sorts of reasons...
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@GlamourousLeviathan said:
https://forum.deadbydaylight.com/en/discussion/comment/3125115#Comment_3125115
Yeah, and I play since Nurse came out and for a long time this wasn't an issue since there was no Midwich nor RPD on the game, and survivors didn't have Flip Flop and Boil Over. I play on the South America server and I don't know how things are on your server but every 3 to 4 games there is a group of survivors with Boil Over abusing any hook dead zones they find. It is inefficient if their objective is to win? Absolutely. Is it boring as hell to wait for everyone to die on the floor? You bet. The point of complaining is that for me it has become a common issue in a way that is not healthy. One thing is complaining about game balance, another is complaining a QoL issue. Above it all, it wouldn't even be something hard to change, just give hooks 2 to 3 minutes before they respawn.
However, if your issue is camping, then it is much more reasonable to advocate for the basement to only have 1 hook and it be a 1 time use, since it is the perfect camping spot that exists on every match. And guess what? Killers who use Agitation and Iron Grasp normally use these perks to get to the basement and camp. Making a base game mechanic that destroys hooks permanently mainly punishes killers who don't camp, since the ones that go to the match with this intent already have a plan to play around the basement anyways.
https://forum.deadbydaylight.com/en/discussion/comment/3125133#Comment_3125133
It is not a "risk", it is a guarantee. The wiggle meter is a fixated value so given that you are away from a hook, you can pretty much know if the survivor is going to get out just by game experience. So no, the one that is wasting time on the end is the survivor, not the killer.
Well maybe its a south american issue than. Cause honestly flip flop and boil over are rarely ever seen in my lobbies. As I've stated in other comments the issue isn't a major issue unless offerings or specific perks are brought. It sounds like instead of changing how hooks work it sounds like you need them to change how perks work.
As for your two maps, I've never really had an issue getting to two hooks on midwich I will however admit unlike other maps, your most likely not getting to 3 hooks. As for RPD, I don't see it enough to actually know. I usually lose on that map and it has nothing to do with hooks.
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@Neprašheart said:
https://forum.deadbydaylight.com/en/discussion/comment/3125210#Comment_3125210
I do understand very well what tunneling means - To get rid of one specific player ASAP, regardless of the cost, right?
Exactly, exactly. You're complaining about tunneling, but you can make it so the killer doesn't or can't tunnel; In that case, why're you complaining instead of playing around it?
In the response you've quoted, I haven't called you a loser. Just because you decide to take it personally doesn't mean I'm the one to be blamed. It's not like you're proving to others that you can play the game; You're proving it to yourself. Mainly to yourself. The moment you do give up, however, you do ruin the entire match to other players. That's selfish and unfair. In such cases, I feel like you'd be better playing some single player games, so you won't be able to ruin the game to other players, but to yourself.
If you don't enjoy playing as a survivor, why do you play in SWF in the first place?
I don't think you do, as I clarified what I meant as tunneling my friend out and thats when I decide to leave. If I can force the killer to hook me instead, than they are not tunneling.
I am not complaining about tunneling. I simply said if someone tunnels my friend out, I leave the game as well. There was no complaint there.
Well, technically it was inferred as I was doing the things you said "losers" do. So moving away from that and onto your points. I have no reason to prove myself to anyone. Its a game that I already know I am decent at, I am not a god tier killer or survivor, but I am also not hiding in a corner self-caring either. I have nothing to prove to myself or other players. I simply want to play with my friends.
If you re-read my quoted statement, I started off by saying "I do mostly play killer, so I only really play survivor to play with my friends" So yeah in a way I generally play DBD as a single player game. However, I have friends that like to play this game, I've made them through my games as killer, twitch and discord. Thats why I play SWF... Cause I want to PLAY the game with FRIENDS.
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@RedCloud said:
Does reporting people have any use?
I am not a mod, but I assume if the bug is a known issue then yes it would be reportable, however with BHVR's kill switch system, they probably would disable the perk instead. Basically, I am not a moderator but I assume you can report them, but nothing will happen. If the bug was known they would just disable the perk, if the bug is unknown, you can't prove the player knows about the bug, meaning you can't ban them.
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I feel like you don't understand what tunnel means... Cause if I save my friend, and then go down for them, and get hooked, then my friend wasn't tunneled. But if I save my friend, go down and the killer still chases them down and re-hooks them... That's the tunneling I am talking about.
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@Metronix said:
https://forum.deadbydaylight.com/en/discussion/comment/3125131#Comment_3125131
You should see those games as opportunities. You know, there is a saying. "You only learn from loses, never from wins". Sure, that's very simplified, but it serves my point. Try out stuff. Help your teammates, who are still alive. My gosh, earn bloodpoint, if the other things are not motivating enough.
And about the friend thing. He could watch you and the others, helping you. At least that's what I do. Much more fun imo.
Learning what? I have 4k hours in this game and have been playing since 2017... there is nothing new to learn. As for bloodpoints I am often sitting at the max to the point its a meme among my friends that I bring BPS or something similar cause well I am maxed.
To be fair, I do mostly play killer, so I only really play survivor to play with my friends... I don't enjoy the role of survivor because I honestly think 80% of the killer base think their fun and win is all that matters... So to be fair, I really don't care about their fun, nor the fun of those outside of my friends. I want to play the game with my friends. If we can 4 man SWF we do. But we all have lives, family, work, and friends. We can't always get together as a group, so it's often 2 of us.
Also, I will stay in the game if there is like 1 gen maybe 2 left, but if my friend dies at 3+ gens, I just want to get out and go into the next one to play with them.
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@JakeCannon said:
https://forum.deadbydaylight.com/en/discussion/comment/3125122#Comment_3125122
They do have the experience tho. I know that doesn't automatically mean you're a god at the game but you have a better idea of maps , and the little tricks to outplay noobs like me . I've yet to destroy a person with 3xs as much prestige as me.
Yeah but playing those will teach you what those players do... From there you can learn how to counter it.
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@Neprašheart said:
You do know the reason, why're you asking? Because only losers do give up early.. And to be honest, those people should stay away from social networks and online games aswell.
If you do care about the quality of your team mates, do play SWF; Sure, it may be a pain to search for the optimal team or group of players, but you can do it. The fact that you're excusing yourself for your own mistakes kinda puts you into the same category as those, who do Self-Care in the corner of the map. As always, neither me or you can claim that it's a bad strategy, as it's dependable on the situation you're in.
Unless you do present a clear case scenario, I'm ready to argue as to why using Self-Care is a good strategy when it comes to Solo Queue; Of course, I don't like using the perk alone, I'd always pick Botany Knowledge when I'm at it.. Maybe even Desperate Measures.
I mean, I give up on hook all the time. If a killer tunnels out my friend at 4 gens? Why should I stay in the game and keep playing when the whole point I booted up the game was to play with them... What if someone DC's at 5 gens? should I really stay in the game and play a 3v1 cause someone DC'd? What if its trickster? Should I stay in a game and play against him... I think not...
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@JakeCannon said:
This games MMR sucks. I understand it's hard to have concrete rules to determine MMR but until something changes I'm lobby dodging like a mf. If I'm a p4 hag I'm not going against 4 p15 fangs.
So two things... the "concrete rules" are just did you get a kill or did you escape... Those are the only factors MMR cares about...
Lastly, what if those survivors just spend all their point son feng? I know someone who has all killers p3 (while I guess p9 now) but literally only got every survivor to level 40 cause they just wanted the perks to play on Claudette.
You can't judge skill because of Prestige Level, all it means is they spent BP on that character, IT LITERALLY HAS NOTHING TO DO WITH SKILL.
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@GlamourousLeviathan said:
https://forum.deadbydaylight.com/en/discussion/comment/3124878#Comment_3124878
First, it is not avoidable on certain maps with certain RNG. I had games in Midwich and Temple of Purgation where I had only one hook on a certain area of interest. Being an area of interest with gens being there, it makes sense to survivors going to the same place and if one of them dies, the place becomes a hook dead zone. To say that it is avoidable you have to make an argument that BHVR has excellent map design and know exactly where to place hooks all the time, which is not the case.
Also a 3 gen scenario and a hook dead zone are not comparable, as they have different counterplays and different results. The counterplay to 3 genning yourself is brute forcing one of the gens to break the setup, as for the counterplay to a hook deadzone is leaving the survivor to bleed out, since the amount they have to wiggle is always constant meaning that if they are on a certain spot they will always wiggle out no matter what you do. The result of a 3 gen is a gameplay advantage for the killer which may result in their win, while the result of a hook dead zone is letting a survivor stay on the ground for 4 minutes, which is just boring and punishes you in a completely inorganic way. By no means the two situations are comparable in any way.
Having no hooks in an area would basically be like if the last survivor did not die instantly on hook once all it's teammates are dead. It is basically the game saying "well, I know you won, but bear with this for some extra minutes for no particular reason". And I swear, if this was in the game, I know some people would even defend this by saying stuff like "if the last survivor has to go through 2 hook states while you do nothing, it is because you tunneled all his other teammates, therefore it is your fault that now you are going to have to wait for that survivor to slowly die on hook".
I am going to counter you with experience, I have over 4k hours in this game. Have I ended up with a hook dead zone? Yeah for sure. But it's so rare it doesn't matter. If a survivor is purposely going to a dead zone, then yeah, just let them spend 4 minutes on the ground.
Basically, my point is, if a hook dead zone is so common to you that it's worth a complaint, you're screwing up as killer. Yeah sometimes it's the map's fault, sometimes its perks like boil over and breakout... But when 1 out of 1000 games has a hook dead zone, what's the point in complaining?
The reason I used the 3 gen is that it's the closest comparable instance to what a hook dead zone is. The game is asymmetrical, nothing is a direct comparison to the other side. However I can tell you this, I end up in a lot more 3 gens as survivors than I do hook dead zones as killers. So If I had to say one was the issue, it would be 3 gens.
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I finally found it, its from 2 years ago...
I had footage of this instance but basically chose not to report it because I was told it wasn't holding the game hostage. Maybe they misunderstood me at the time, but I was held like this with my friend for the entire game as Freddy found us down there screwing around near the start and just kept us in this section unable to leave until EGC killed us.
Wish I kept the footage, but it was two years ago...
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3124138#Comment_3124138
In my experience, survivors spawn in three places. One duo and two on their own.
Still enough to get three gens done in the first chase if you get unlucky with who you chase first. Not really an issue for me though, because it's a 33% chance of chasing the wrong person and I'm usually playing Nurse, Huntress, or Blight anyways.
This is kinda my point, unless your just unlucky or unskilled you should be fine.
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@GlamourousLeviathan said:
https://forum.deadbydaylight.com/en/discussion/comment/3123933#Comment_3123933
Dude, you haven't even read what I said. The point is not about this being avoidable (which depending on the map it isn't but that is beside the point), it is about it being an inconvenience that isn't even about gameplay. The only thing it does is incentivize the killers to let the survivor bleed out, which is a huge waste of time for both sides. I am really not giving a survivor another second chance (because they already have too many), if you want to wiggle out when the game is already over and there are no hooks around then you are being petty since, unless the killer is stupid, you know that you will be just left to bleed out wasting 4 minutes of your time and 4 minutes of the killer's time just because you don't want to accept that you lost the game. It is simply annoying and gives a way to express petty behavior from the survivors.
You're missing my point. If you as the killer create a dead zone that is on you, just the same way survivors creating a 3 gen is on them. If you just hook people at the closest hook and take ZERO care to pay attention to your hooks, you created that dead zone, not the survivors.
When you hook people, take a second to spin around and look at your hooks. If you notice that your going to create a deadzone hooking someone on the closest hook, take them to the second hook... If you can't make it (white the exception of hook offerings and maybe boil over) you should always be able to make it to 2 even sometimes 3 hooks on certain maps.
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@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/3124086#Comment_3124086
It actually is, because you can't exactly counter plague's infection.
However, you can easily counter Sadako condemn.
The idea behind making it easier to increase condemn is NOT to mori people, but to force players to actively reduce their condemn.
The condemn is a threat. Just like Pinhead's cube. It wouldn't activate ever against good players but still it would be a huge slowdown.
It actually is, because you can't exactly counter plague's infection.
Yes you can, you can cleanse... Or just play injured. Even playing injured the killer must hook you three times to be removed from the game. However the Condemn feature will let you remove a player who has never been hooked.
Once again you are comparing mechanics that are annoying to play with (Plague and Pinhead), yes there mechanics are annoying, but they don't remove you from the game without ever being hooked.
You're undervaluing the ability to REMOVE A PLAYER FROM THE GAME WITHOUT EVER HOOKING THEM.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3124094#Comment_3124094
bruhXD i dont have the money to be wasting on those perks. second its not easy if everyone splits up in a team. Also there is the part of mmr playing a factor in your matches same as mine. whereas you have info perks i have none except bitter and spies. although its my choice. and also when you arent in position to down someone its not exacrtly your fault. these guys were coordinated so they hid or ran away far or saved with coordination. lets be real with dumb perks im using i cant do much but try and snowball. its huntress strength. 1v1v1v1v1v1v1 is not her strength per se
I am not sure what you're saying about MMR. But to be clear, I've got nearly 2.5k hours in huntress alone and have been playing since 2017. I am not saying I am a god-tier killer main, but I probably have a fairly decent MMR. Especially since the 6.1.0 Patch, I've nearly 4k'd every game.
I believe with the exception of BBQ, Lethal can be bought via the shrine or the killers can be bought via shards (except cannibal and nemesis). I simply listed my build to show that I also don't run any gen perks, I just run info perks along with iron maiden cause I hate getting hatchets.
As for the "I can't stop people working on multiple gens". Yeah you are right, if everyone spawns separately, you're most likely screwed. But from my experience, it's rare that all survivors spawn on different generators and I refuse to believe that it's common until I see video proof. But a good strategy is to chase the first person into gen that someone else is working on. that allows you to chase two people of gens. You can do this with general map awareness and knowing where survivors spawn, but if you don't want to learn that, I recommend buying Nemesis for lethal pursuer
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@MommyHunktress said:
tunneled a quentin off hook because i was on ormond and the survivors were literally split cross map 2 on each side so then i activate his bt after a basement save and injure everyone and then hook zarina and accidentally found her upstairs so i just threw my hatchet. but im a trash killer for that when they got me down to 1 gen because they were teamed and literally split on every gen and 1 girl hid by a gen to keep working. I also didnt 3 hook any of them and waited til the end when i couldnt find the others or they used main building and i couldnt do anything without wasting time.
why do people still think a killer is bad when they split gen pressure like smart survivors and then the killer has to play in an unfavorable way. i have zero gen perks so why would i just let you guys beat me just so you guys can call me bad for losing XD.
Um... I just played as huntress (Floods of Rage, BBQ, Lethal and Iron Maiden) for about 3 hours... I got a 4k in every game with 12 hooks except for 2 maybe 3 I think. One of them was a hatch and I think two people escaped once, it might have been 1... I don't really recall.
I'd say you need to work on what gens you pressure. If you keep everyone injured and keep that pressure up all game huntress is easy. The problem becomes when your letting people heal. If you are not downing someone else by the time the first person is saved, you made to many mistakes.
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@TheArbiter said:
Now that we have Wesker who can build up virus infection passively, not to mention Plague, im hoping when her mid chapter buff comes they implement this.
I don't know what Weskers Infection does, but plagues doesn't allow you to be mori'd... So there is a slight difference, if you want passive condem, it either needs to take forever.... Or they have to remove the mori feature from it.
So comparing plagues mechanic to sadako isn't really fair.
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@DirtyPig said:
Hi. I played agaisnt a Myers who got all 5 gens done. After that, he body blocked me in a corner, while the other 3 survivors were alive. The EGC wasn't active. Nevertheless, they could have opened the exit gate and leave, but they waited a really long time before leaving (around 20 minutes). Is the killer guilty of holding the game hostage? Should i report him (with the ticket)? He explained in the post game chat that if he hooked me i would eventually escape (the only hook was in front of the gate) so i was unsure to report him or not. I have a recording of the gameplay. Thanks.
I had a video of a Freddy holding me hostage from 3 gens to the end of EGC and was told it wasn't holding the game hostage because I would eventually die because of EGC... To be clear, the other survivors took like 11 minutes if I recall open the gates because they were trying to get the Freddy to let me free.
So basically, Enjoy your gameplay experience....
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@GlamourousLeviathan said:
https://forum.deadbydaylight.com/en/discussion/comment/3122544#Comment_3122544
The difference is that the punishment for those things are completely different. If you don't manage your 3 gen you may lose the game, but if you create a hook dead zone as killer you won't lose the game, you will simply have to leave the survivor to bleed out since you have nowhere to hook. It is not like you will lose the game because of a dead zone, on the contrary, it is most likely that you have already won before it even becomes a factor. Therefore, this isn't a game-changing mechanic, it is just an inconvenience, almost an anti-QoL change, because all it implies is that you are going to have to wait 4 minutes waiting for that survivor to die.
Except for the fact you just can pay attention to where you are hooking someone and prevent your own dead zone. You created it, just in the same way survivors create 3 gens.
Nothing in this game is an exact comparison, but things are close... these comparisons are close.
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@GlamourousLeviathan said:
I am not kidding when I say that it is probably the third time this week that I had to leave a survivor to bleed for 4 minutes because the only hook on a certain area got destroyed after a survivor died on it.
Like, what is even the point of that mechanic? From my experience, it never gave survivors an advantage since on most cases I can just let them die on the floor which is just a meaningless waste of time.
Also, it makes maps with already bad hook placements (Midwich, RPD, Temple of Purgation and Family Residence) even more bad in that aspect, since if you destroy the only hook on a certain area it makes that whole area a dead zone.
IMO that mechanic needs to go, since it isn't really much useful for both sides and encourages survivors wasting the killer's time.
You can argue that this can be useful to counter scourge hooks, but this mechanic was in the game even before Pinhead.
Edit: One common suggestion is to make it so hooks still get destroyed, but respawn after some time. Seems like a fair enough idea to be honest, since it would please both sides of the discussion to some extent.
I'd say, sure make it so death hooks respawn, but at the same time add 2 more gens to the game. If killers don't have to properly manage their game, neither should survivors.
As a killer, I am always aware of my hooks because I don't want to create a dead zone. In most maps even the one you listed you can always carry a survivor to at least 2 hooks. A close one and a further away one. If you're playing killer you should always aim to carry a survivor to a hook in the middle of the map. You never know if they are going to die on it. It's best to save those edge hooks for the end of the game. Basically, get better map awareness.
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Sweaty pick: Nurse (Floods of Rage, BBQ, I'm all ears and Lethal)
Fun pick: Demo Doggy (Dead lock, BBQ, Lethal and Starstruck)
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@EntitySpawn said:
You arent going to get better if you keep giving up constantly....
The fact most of you are just giving killers free wins because you instantly give up at the start is stupid. Just because you went down fast doesnt mean everyone else will nor does it mean we cant still win.
It's a team game, stop throwing everyone's game because it didnt go your way. Learn to stick it out and learn from your mistakes.
I don't generally give up unless its one of three things. My friend got killed, at that point I don't care anymore, just want to get out of the game to get into the next match with my friend. If there is is more than 1 gen left, I'll die on hook, if there is 1 gen left I might finish it. If its trickster, cause I just don't play against him. Or if someone DC's at 4+ gens, cause the game is over and I don't want to do a 3v1 at 4+ gens.
Most killers my friends play against don't care about our fun, why should we care about anyone elses but our own? Were playing a game together, if someone decides to end there fun early by tunneling or camping them out... Why should they just have to sit there and wait, when I can die and move to the next round?
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3107273#Comment_3107273
C tier Killers are not ok. We don't need Killers that can't even use their Power reliably
C tier killers are fine. I am going to need you to explain what you mean by reliable... Cause wraith has one of the most basic powers in the game. I don't understand how someone could fail to use his power. Unless by reliable you mean your not good enough to use it to get 4ks?
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3107243#Comment_3107243
If by ok you mean C, almost D, tier, then sure
Whats wrong with C tier? Not everyone can be Nurse. He's not D tier or lower. But its okay to be C/B tier killers...
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3107210#Comment_3107210
Twins got nerfed because they were too powerful. The devs called them "a monster at high MMR".
Overall 2017? Sure
Since the last time the devs looked at him? No, he got nerfed, basically deleted
Yeah cause their ability to camp was unrivaled they outperformed a basement bubba in camping. They could even make exit gates impossible.
Are we only looking back one patch? Who is defining how far back we go? Do we use when you start playing? When I started playing? Why?
Overall Wirth isn't a weak killer right now. He isn't overpowered. He is in an okay state.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3107175#Comment_3107175
Wraith is weaker, I don't know what to tell you. You might have missed a patch or 2, but he got nerfed hard.
Deathslinger was nerfed because Survivors complained too much about him being "uncounterable" and "boring" and "unfun", same goes for Twins, but they also were "a monster at high MMR".
Wraith is stronger overall from 2017... I don't know which starting point you're using.
Also can you read? That is what I said about Slinger and Twins...
Slinger and Twins got nerfed cause they were unfun to play against not because they were powerful. They were both already weak, which is why the nerfs hurt them more. They weren't OP, they were boring.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3107133#Comment_3107133
I don't care about what the devs say. They nerfed MoM, Self-Care, DMS, Deathslinger, Twins, Wraith, Calm Spirit, etc...
Because they were "too powerful"
Wraith is stronger than he used to be... Slinger and Twins got nerfed cause they were unfun to play against not because they were powerful. They were both already weak, which is why the nerfs hurt them more. They weren't OP, they were boring.
As for Calm Spirit and MoM... Yeah no idea who at BHVR hates ash, but I can't really help that. The perk was way to strong when it was first released, and they have nerfed it into the ground. Calm Spirit... Also, no idea.
Self-care was probably healthy for the game as players would rely on that instead of working with their teammates, but I'd also say was a dumb nerf.
But if were expanding this whole conversation to what we like and dislike about the game... Then you're really going to hate me. I've been a killer main since 2017 and play about 80/20... I hate how everyone coming in feels like killer is to hard when really I just see them as bad at the game.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3107093#Comment_3107093
You know this game is asymmetrical, right? Killers only have 4 Perk slots compared to the 16 Survivors have, a Killer Perk having 2 effects isn't "unbalanced" or "boring" or whatever excuse you'll try to find, it's balance
Even the devs clearly don't agree with you? Otherwise, they would have let PR have the notification back. Straight from there own post:
The most recent addition to the meta, Pain Resonance allows the Killer to remove a sizable chunk from the most progressed generator simply by hooking a Survivor. A loud noise notification also allows the Killer to disrupt the Survivors before they can continue repairing. A “jack of all trades” of sorts, granting both a powerful regression effect and crucial information.
With that in mind, we are removing the loud noise notification. Instead of exploding, the affected generator will now spark upon losing progress, and Survivors will no longer scream. We believe this will ensure Pain Resonance remains a strong regression perk while limiting its informational aspect.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3107046#Comment_3107046
Its definitely a tricky perk to balance, as its also a favorite among killers. The way I see it, it was more healthy in the past when you always got the gen explosion and most killers, who got nothing better to do, would wander off in that direction, getting them away from the hook, giving them this magic incentive not to camp.
Right at the moment (and something that I wrote a feedback entry back during the PTB days) the perk feels pretty empty: you dont know if its working, you got no new target and might as well camp on the spot and trade hooks with any potential unhooker.
Yes, it was an info perk and a regression perk rolled into one, but the info part also lead to a more healthy gameplay style, often making the unhooking a rather save process, because the killer was busy hauling their buttock to the other side of the map. As I said, its tricky, and every way you cut it you got pitfalls, but I think the gen explosion was the most healthy part of the perk.
Would you still run PR if all it does was cause a notification at the gen with the most progress? Are do you like it simply because it lets you have two perks in one (Pop + BBQ)? If a single perk is doing the work of one, why ever run the other perks. If you like PR because of the regression, but don't know where to go if there is no notification, what's stopping you from running BBQ?
How many survivor perks can you think of that help both do the objective and avoid they dying? I can think of one perk, and its bonus is much smaller than the regression than PR and it even requires you to handicap yourself by playing injured.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3106922#Comment_3106922
My bad for not reading further into the thread, but thanks for humoring me ^^
I guess if you see it was a lazy fix or as an effective one is just personal taste, so its though to argue. I personally would have loved to see the explosion notion coming back for the killer, but PainRes not making the survivors scream or pushing them off gens. This never failed to peel me off that hook and send me accross the map with a clear purpose in mind, while now I often hook people and then stand there, unsure what to do next.
The new tweak will survivors occasionally scream, but I think the gen explosion was a more healthy way of handling things: you as the killer had a new target (the exploded gen), but didn't knew if you would find a survivor there who just evaded your PainRes, or if the gen was vacated long ago. Now if you hear a scream you know exactly that there will be a survivor.
No its fine, it should be stated in the OP as I edited it to do so.
The problem with PR causing notification is you're getting two perks in one. A slow down a knowledge perk all rolled into one. I do think this change is lazy because it just brings back a perk combo they fixed when there were better ways to fix the issue with the perks in question, neither of which were DMS in the first place.
I do think it's good and shows that someone at BHVR had the thought that it shouldn't notify the killer. As then your making PR's a way to useful all-around perk. You get slow down when hooking someone and you know also know where they are. I do think DMS + PR working as they plan is better than the old method as PR is no longer giving knowledge but I also am aware enough to say that PR + DMS is an overly strong combination.
But I guess any killer that runs 2+ slow downs I generally consider sweaty and try hard, so maybe its just my play style as killer that forces me to hold others wanting to play the role to a higher standard.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/338488/you-know-killers-can-see-blocked-gens
The old counter to PainRes still works: let go of a gen before a survivor gets hooked, then you can resume working on it and unless the killer choses the wrong gen to patrol, you wont be hit be DMS. I fail to see the problem here ...
Cause I guess I have to just keep copy pasta'ing this
My issue with these changes has nothing to do with the ability to avoid the perks activation. It has everything to do with what I perceive as a lazy way to fix an issue.
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@Marik1987 said:
Good survivors just let off and nothing happens + DMS is a lot weaker.
I dont know what the issue is? This is tremendously good for survivors (at least survivors who understands PR...)
Cause I guess I have to just keep copy pasta'ing this
My issue with these changes has nothing to do with the ability to avoid the perks activation. It has everything to do with what I perceive as a lazy way to fix an issue.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3106825#Comment_3106825
And now it's no longer an information perk. As long as you take a whole .1 seconds to let go of a gen.
You do realize your whole argument is the same as "Just bait our dead hard duh"? Basically saying just wait it out. Don't play the game for 5 seconds. Do you want old dead hard back too?
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3106770#Comment_3106770
Ok.....And their first "fix" of not having it pair with DMS wasn't just lazy for survivors...?
PR was strong as an individual perk. As it provided but regression and slow down. When combined with DMS which allowed the killer to than prevent that gen from being worked on made it strong.
They weren't really fixing PR + DMS... They were fixing PR so it couldn't be used as both a slow down and a knowledge perk. So no it wasn't lazy.
@ThiccBudhha said:
I am confused, what is your point? Do you want them to nerf seeing blocked generators now? I think you THINK you had a point, but you did not really follow through to the the natural conclusion. So, yes, everyone is aware you can see blocked generators. Thank you for sharing...
My point was this was a lazy way to fix an issue with an entire other perk combination. All they had to do was fix Merciless Storm and Pain Res. As some suggested, just make Merciless Storm work on a timer. It triggers and runs for 9 seconds or whatever.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3106643#Comment_3106643
Is it really that hard to let go of a gen for a split second...?
Cause I guess I have to just keep copy pasta'ing this
My issue with these changes has nothing to do with the ability to avoid the perks activation. It has everything to do with what I perceive as a lazy way to fix an issue.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3106662#Comment_3106662
Just for clarification, Dead Man’s Switch doesn’t actually add 30 seconds per gen. It does block a gen for up to 30 seconds, particularly if someone was on the gen and a Pain Resonance explosion kicks them off, but that doesn’t mean the net total completion time of the gens increases by 30 seconds for a couple of reasons. First, the survivors on the blocked gen can spend a few seconds going to a different gen instead in which case they may only lose however much that travel time is. Second, if another generator was also very close to being finished, and that will be the last generator finished, then blocking the one gen for 30 seconds will have no effect because the other generator will be completed and open the Exits without ever needing to finish the blocked one at all.
Mind you, Pain Resonance plus Dead Man’s Switch is still sounding like a good combo, I’m just point out it’s not necessarily literally 30 seconds of slowdown.
Yes you are technically correct that it does not add 30 seconds of gen time. However, I was saying it will take 129 seconds to complete a gen that has PR and DMS activated on it at a bare minimum. Also PR and DMS is going to activate on multiple gens throughout the game. Either forcing you to start new ones or work on others. So to say its not a slowdown is really accurate on your part either.
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3106662#Comment_3106662
You can get off the Generator and avoid DMS, and the Killer won't know your Generator got hit by PR.
Is having a few brain cells a rarity now-a-days?
My issue with these changes has nothing to do with the ability to avoid the perks activation. It has everything to do with what I perceive as a lazy way to fix an issue. They already admitted that PR and DMS was a strong and overly used combo and fixed it. However when there was an issue with another Perk combo, instead of fixing that issue. BHVR tucked their tails between their legs and brought it back. It was lazy and there is no other word for it.
EDIT: To be clear before someone reads this and gets butt hurt. I am not saying anything bad about the devs nor do I wish them ill will. I am stating that this decision was a lazy way to fix this issue. I hope the best for the devs themselves and know that they are doing their best and not all decisions are up to them and they are just doing their jobs.
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@ThatOneDemoPlayer said:
PR/DMS still won't be meta
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3106609#Comment_3106609
Which is why they nerfed the duration of DMS. Time will tell if it ends up being just as popular as before.
PR and DMS is way to strong of a combination. Even when shrunk down to 30 seconds. That means most gens are going to take 129 seconds.
Base 90 Seconds. DMS adds 30 seconds in which the gen can't be touched and PR reduces your progress by 9 seconds. This also excludes any other perks or events in the game that prevent the survivor from working on a gen. Such as Thanta, Dying Light, etc.
To be honest, I just think this was a bad call as others have pointed out. The issue was between PR and Merciless Storm... So why not fix one of those perks. For example, just add a time limit to Merciless Storm. The perk already only triggers once per gen anyway, so the effect would be the same.
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@mischiefmanaged said:
I don't know why they didn't just have Merciless Storm have a maximum amount of time it activates for.
Merciless Storm will activate for 9 seconds after the generator reaches 90%.
It takes 9 seconds after Merciless procs with 1 person for it to be completed. Less if there are multiple people on the generator.
You should see if BHVR is hiring for perk designers... This is kind of the perfect fix.
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@Xperian said:
Still requires 2 perks to reach that point instead of JUST Pain Resonance.
Thats true, but its not like DMS is a bad perk on its own. And further more, this was specifically related to the patch notes and the use of these perks together.
Programming is hard
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/338488/you-know-killers-can-see-blocked-gens
Ok ? Not everyone runs DMS with it to see the blocked gen.
Yes, but the whole three paragraphs were about those three perks...
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@NomiNomad said:
Hard disagree on Ruin still being used. Ruin is definitely not that great of a perk, now.
Other than that, yeah, stacking slow-downs is irritating but it is working as designed. It sucks, but that's how it is. There are limits to stacking perks, on both sides.
Gens don't regress while blocked. Ruin and something like Deadlock wouldn't stack.
Survivor's can stack perks too, so I'm not sure what you're getting at here. The only exception is exhaustion, but again, if a Survivor really wanted to, they could bring multiple exhaustion perks. They can bring multiple info perks, multiple boons.
I don't understand why people care about the ruin nerf. Are you hard tunneling someone out of the game? How often do you honestly have ruin still up at the point you've killed someone in the game? If ruin still exists at that point and you are losing, you are bad at the game.
I do believe gens do regress when blocked, if not can you please provide a source?
Killers can stack aura perks, survivors can stack them. Seems equal.
Killers can bring multiple hexs, survivors can bring multiple boons. Seems equal.
Now when you get into categories that don't match is where we start to see the difference.
Killers can stack multiple chase perks, survivors really cant. As a killer I can stack brutal, the new perk that breaks pallets when a survivor vaults a pallet but after in injure, bamboozle. A survivor can run multiple exhaustion perks, yes, but can only use one in a chase. A killer can bring four.
So no its not equal in any way.
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@ThanksForDaily said:
They literally killed the already nerfed trash survivor perks plus the endurance 😭
I know thats why I used "WORKING AS DESIGNED" in my title, cause thats what they said about the endurance nerf.
Did I think the endurance builds were stupid and strong? Yes, but guess what... I also think killer stacking 2-3 slow downs is stupid and strong too. I am tired of this, that side can't do this, but this side can logic.
I am just so annoyed of hearing BHVR say "We didn't intend for survivors to be able to stack that, so we are preventing it completely" but then just making perk after perk on the killer side that stack so nicely.
Could you imagine the outrage if BHVR made it so gens could only have one status effect at a time, basically preventing multiple perks from affecting it at the same time? The people complaining so much about survivor builds would lose their mind.
@AnchorTea said:
The game is a 1v4. Shouldn't the "1" be a little overpowered to make it fair to fight against the "4"? I heard someone state an arguement that both sides need to be equal but this is an asymmetrical horror game. You gotta make the killer feel more dominant.
I play mostly killer, like 80/20 killer... I rarely ever don't feel like the dominant force. So either I am WAY better at the game, or far to many killers who are bad want to be carried by slow downs.
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@HexPleaseLetMeSpeak said:
https://forum.deadbydaylight.com/en/discussion/comment/3015800#Comment_3015800
Thing is survivors don't need to stack to get insane value out of their perks. Gen speed is THAT bad, like 10 extra seconds to the gen speed is cool but it hardly solves the problem because in the long run the 10 seconds is nothing. Especially if it's a group effort on the gens.
If the perks only get insane value like you stated with barely anyone alive and barely any gens to finish, then it's honestly very niche and for only like 10% of the game useful. Especially since there's a chance they don't do gens at all and one of them literally just waits while you chase the other, so they can get hatch. To which they wouldn't be doing gens at all and the perks are useless.
Stacking sprint burst and dead hard will be all useful all the time, meanwhile stacking overcharge and brine is useful like you said. In very niche late game situations.
I argue that it is niche. I said it gets more oppressive with less gens and less survivors. It can still be used rather effectively against 4 survivors at 5 gens. It would be a great set of perks to force a 3 gen and with 300% regression at start (with a base 2.5% at kick and/or another 20% with pop). It would be a lot easier for a killer to control which gens are done and which are not.
I wont debate gen speeds as I can tell you know, as someone whos been playing killer since 2017, I do not fall into the category where I believe gen speeds are an issue. I will say, that if you are playing against survivors that want to rush gens, yes it can be done, but more often then not, the survivors I face are good but not "rush squads". So I tend not to worry or validate the gen speed arguement.
Slow downs are not niche, doesn't matter what which ones you are talking about. I honestly don't think you should ever be able to stack two different slow downs at once. Just as I don't think you should be able to stack exhaustion perks. I personally only ever run 1 slow down perk. But I do tend to play with builds like the one speculated here such as Pop, Overcharge, CoB and maybe eruption... just to see how it changes my game play.
For example, I didnt run ruin+undying+pop or whatever builds because they changed my kill rate from an average 3 to basically always a 4k excluding hatch escapes... So those builds are no fun, I wasn't earning anything, the game was playing itself for me essentially, wheres the skill in that?
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@HexPleaseLetMeSpeak said:
https://forum.deadbydaylight.com/en/discussion/comment/3014679#Comment_3014679
You'd have to be sitting around that gen for like 30 seconds for you to get up to 600% regression. Which is a waste of time.
Well thats sorta of true, it also depends on map and the number of survivors alive. Yes this perk combination isn't as useful when there are 4 survivors and 5 gens... but 3 survivors and 3 gens... or 2 survivors and 2 gens left... At that point those regessions get hard to counter as survivor.
As I said in a previous comment... I feel like the combination is just really oppressive in longer games. I am not sure if they every will see use in this way. It was more of a, why are we letting slow downs stack like this... The community would lose there mind if you could stack dead hard and Sprint burst...
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/3015714#Comment_3015714
If a gen isn't touched for 60 seconds, then they're either working on other gens or in a bad enough position that it doesn't matter regardless.
Nobody is currently stressing that a basically complete gen will be at 30% if they don't touch it in 60 seconds because the killer is running Pop and CoB, because they either just get back on the gen and CoB's regression is irrelevant, or that gen just isn't being worked on regardless.
I guess my point is, this is just a change that makes the game more oppressive the longer it lasts. Its not my playstyle and feels unfun to play as for both sides in my opinion. I don't think overcharge needed this buff as its essentially either should always be paired with CoB or you should never choose CoB over Overcharge.
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@VoidOfMe said:
Let's be honest
How many main killers run barbecue for the BP?
That nerf was ridiculous and won't change the pick rates in the late game.
It might just make new baby killers farming not to pick it, but killers who know what they're doing will still use it.
Knowing where survivors are all the time is the main usage of the perk.
Ummm... I only run BBQ for the BP bonus. All this change did was free up a perk slot for a slow down for me.
I've so often hooked someone and ran to a locker to get hatchets its a meme for me and my friends now. BBQ was always a BP perk first for me, a knowledge perk second. I really don't need the knowledge, survivors are going to generally be in 1 of 7 locations and with each gen, those locations get easier to predict cause they'll reduce...

